New Algorithms + fixes

This commit is contained in:
Philip How 2013-03-06 17:02:08 +00:00
parent b6564828ce
commit 0dbf2257d7
7 changed files with 78 additions and 50 deletions

View file

@ -1,5 +1,5 @@
MODIFIER = .02
XP = 15
HP = 2
priorityValue = (priority='!') ->
switch priority
@ -9,7 +9,11 @@ priorityValue = (priority='!') ->
else 1
module.exports.tnl = (level) ->
return (Math.pow(level,2)*10)+(level*10)+80
if level >= 100
value = 0
else
value = Math.round(((Math.pow(level,2)*0.25)+(10 * level) + 139.75)/10)*10 # round to nearest 10
return value
###
Calculates Exp modificaiton based on level and weapon strength
@ -18,11 +22,12 @@ module.exports.tnl = (level) ->
{level} current user level
{priority} user-defined priority multiplier
###
module.exports.expModifier = (value, weaponStrength, level, priority='!') ->
levelModifier = (level-1) * MODIFIER
weaponModifier = weaponStrength / 100
strength = 1 + weaponModifier + levelModifier
return value * strength * priorityValue(priority)
module.exports.expModifier = (value, weaponStr, level, priority='!') ->
str = (level-1) * 2 # ultimately get this from user
totalStr = (str + weaponStr) / 100
strMod = 1 + totalStr
exp = value * XP * strMod * priorityValue(priority)
return Math.round(exp)
###
Calculates HP modification based on level and armor defence
@ -32,11 +37,12 @@ module.exports.expModifier = (value, weaponStrength, level, priority='!') ->
{level} current user level
{priority} user-defined priority multiplier
###
module.exports.hpModifier = (value, armorDefense, helmDefense, shieldDefense, level, priority='!') ->
levelModifier = (level-1) * MODIFIER
armorModifier = (armorDefense + helmDefense + shieldDefense) / 100
defense = 1 - levelModifier + armorModifier
return value * defense * priorityValue(priority)
module.exports.hpModifier = (value, armorDef, helmDef, shieldDef, level, priority='!') ->
def = (level-1) * 2 # ultimately get this from user?
totalDef = (def + armorDef + helmDef + shieldDef) / 100 #ultimate get this from user
defMod = 1 - totalDef
hp = value * HP * defMod * priorityValue(priority)
return Math.round(hp * 10)/10 # round to 1dp
###
Future use
@ -52,10 +58,10 @@ module.exports.gpModifier = (value, modifier, priority='!') ->
{direction} up or down
###
module.exports.taskDeltaFormula = (currentValue, direction) ->
if direction is 'up'
delta = Math.max(Math.pow(0.95,currentValue),0.25)
else
delta = -Math.min(Math.pow(0.95,currentValue),5)
#console.log("CV = " + currentValue + " Dir = " + direction + " delta = " + delta)
delta = 20 if delta > 20
return delta
if currentValue < -47.27 then currentValue = -47.27
else if currentValue > 21.27 then currentValue = 21.27
delta = Math.pow(0.9747,currentValue)
return delta if direction is 'up'
return -delta

View file

@ -9,7 +9,10 @@ restoreRefs = module.exports.restoreRefs = (model) ->
# see https://github.com/lefnire/habitrpg/issues/4
# also update in scoring.coffee. TODO create a function accessible in both locations
#TODO find a method of calling algos.tnl()
10*Math.pow(lvl,2)+(lvl*10)+80
if lvl==100
0
else
Math.round(((Math.pow(lvl,2)*0.25)+(10 * lvl) + 139.75)/10)*10
#refLists
_.each ['habit', 'daily', 'todo', 'reward'], (type) ->
@ -171,13 +174,14 @@ setupGrowlNotifications = (model) ->
else if num > 0
statsNotification "<i class='icon-heart'></i> + #{rounded} HP", 'hp' # gained hp from potion/level?
user.on 'set', 'stats.exp', (captures, args, isLocal, silent) ->
num = captures - args
rounded = Math.abs(num.toFixed(1))
if num < 0 and not silent
statsNotification "<i class='icon-star'></i> - #{rounded} XP", 'xp'
else if num > 0
statsNotification "<i class='icon-star'></i> + #{rounded} XP", 'xp'
user.on 'set', 'stats.exp', (captures, args, isLocal, silent=false) ->
# unless silent
num = captures - args
rounded = Math.abs(num.toFixed(1))
if num < 0 and num > -100 # TODO fix hackey negative notification supress
statsNotification "<i class='icon-star'></i> - #{rounded} XP", 'xp'
else if num > 0
statsNotification "<i class='icon-star'></i> + #{rounded} XP", 'xp'
user.on 'set', 'stats.gp', (captures, args) ->
num = captures - args
@ -195,7 +199,7 @@ setupGrowlNotifications = (model) ->
user.on 'set', 'stats.lvl', (captures, args) ->
if captures > args
if captures is 1 and args is 0
statsNotification '<i class="icon-death"></i> You died!', 'death'
statsNotification '<i class="icon-death"></i> You died! Game over.', 'death'
else
statsNotification '<i class="icon-chevron-up"></i> Level Up!', 'lvl'

View file

@ -8,8 +8,13 @@ module.exports.app = (appExports, model) ->
user.set 'lastCron', yesterday
window.location.reload()
appExports.emulateTenDays = ->
yesterday = +moment().subtract('days', 10).toDate()
user.set 'lastCron', yesterday
window.location.reload()
appExports.cheat = ->
user.incr 'stats.exp', 20
user.incr 'stats.exp', model.get '_tnl'
user.incr 'stats.gp', 1000
appExports.reset = ->

View file

@ -19,6 +19,9 @@ module.exports.viewHelpers = (view) ->
view.fn "floor", (num) ->
Math.floor num
view.fn "ceil", (num) ->
Math.ceil num
view.fn "lt", (a, b) ->
a < b

View file

@ -46,14 +46,13 @@ score = (model, taskId, direction, times, batch, cron) ->
# (aka, the total delta). This weirdness won't be necessary when calculating mathematically
# rather than iteratively
nextDelta = algos.taskDeltaFormula(value, direction)
value = Math.max(value + nextDelta, -31) if adjustvalue #cap values so we don't get silly values
value += nextDelta if adjustvalue
delta += nextDelta
addPoints = ->
level = user.get('stats.lvl')
weaponStrength = items.items.weapon[user.get('items.weapon')].strength
modified = algos.expModifier(delta,weaponStrength,level, priority)
exp += modified*10
exp += algos.expModifier(delta,weaponStrength,level, priority)
gp += algos.gpModifier(delta, 1, priority)
subtractPoints = ->
@ -61,8 +60,7 @@ score = (model, taskId, direction, times, batch, cron) ->
armorDefense = items.items.armor[user.get('items.armor')].defense
helmDefense = items.items.head[user.get('items.head')].defense
shieldDefense = items.items.shield[user.get('items.shield')].defense
modified = algos.hpModifier(delta,armorDefense,helmDefense,shieldDefense,level, priority)
hp += modified
hp += algos.hpModifier(delta,armorDefense,helmDefense,shieldDefense,level, priority)
switch type
when 'habit'
@ -81,7 +79,8 @@ score = (model, taskId, direction, times, batch, cron) ->
subtractPoints()
else
calculateDelta(false)
addPoints() # obviously for delta>0, but also a trick to undo accidental checkboxes
if delta != 0
addPoints() # obviously for delta>0, but also a trick to undo accidental checkboxes
when 'todo'
if cron? #cron
@ -137,20 +136,30 @@ updateStats = (model, newStats, batch) ->
obj.stats.hp = newStats.hp
if newStats.exp?
# level up & carry-over exp
tnl = model.get '_tnl'
silent = false
if newStats.exp >= tnl
silent = true
user.set('stats.exp', newStats.exp)
while newStats.exp >= tnl # keep levelling up
newStats.exp -= tnl
obj.stats.lvl++
tnl = algos.tnl(obj.stats.lvl)
obj.stats.hp = 50
#silent = false
# if we're at level 100, turn xp to gold
if obj.stats.lvl >= 100
newStats.gp += newStats.exp / 15
newStats.exp = 0
obj.stats.lvl = 100
else
# level up & carry-over exp
if newStats.exp >= tnl
#silent = true # push through the negative xp silently
user.set('stats.exp', newStats.exp) # push normal + notification
while newStats.exp >= tnl and obj.stats.lvl < 100 # keep levelling up
newStats.exp -= tnl
obj.stats.lvl++
tnl = algos.tnl(obj.stats.lvl)
if obj.stats.lvl== 100
newStats.exp = 0
obj.stats.hp = 50
obj.stats.exp = newStats.exp
user.pass(silent:true).set('stats.exp', obj.stats.exp) if silent
#if silent
#console.log("pushing silent :" + obj.stats.exp)
#user.pass(true).set('stats.exp', obj.stats.exp)
# Set flags when they unlock features
if !obj.flags.customizationsNotification and (obj.stats.exp > 10 or obj.stats.lvl > 1)
@ -218,7 +227,7 @@ cron = (model) ->
value = obj.tasks[taskObj.id].value #get updated value
absVal = if (completed) then Math.abs(value) else value
todoTally += absVal
else if type is 'habit' #reset 'onlies' value to 0
else if type is 'habit' # slowly reset 'onlies' value to 0
if taskObj.up==false or taskObj.down==false
if Math.abs(taskObj.value) < 0.02
batch.set "tasks.#{taskObj.id}.value", 0

View file

@ -19,7 +19,8 @@
{else}
<div class='pull-right'>
<button class='btn' x-bind="click:emulateNextDay">Emulate Next Day</button>
<button class='btn' x-bind="click:cheat">Add GP & Exp</button>
<button class='btn' x-bind="click:emulateTenDays">Emulate 10 Days</button>
<button class='btn' x-bind="click:cheat">Insta Level</button>
<button class='btn' x-bind='click:reset'>Reset Level</button>
</div>
{/}

View file

@ -20,7 +20,7 @@
<div class="progress-bars">
<div class="progress progress-danger" rel=tooltip data-placement=bottom title="Health">
<div class="bar" style="width: {percent(_user.stats.hp, 50)}%;"></div>
<span class="progress-text"><i class=icon-heart></i> {round(_user.stats.hp)} / 50</span>
<span class="progress-text"><i class=icon-heart></i> {ceil(_user.stats.hp)} / 50</span>
</div>
<div class="progress progress-warning" rel=tooltip data-placement=bottom title="Experience">